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Niram

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Zealot Niram is stationed on the east side of the Moonrise Towers throne room during Act Two.
Good luck, True Soul. The Disciple demands much of those who serve her.
Niram

Involvement[edit section | visual editor]

Act Two[edit section | visual editor]

Moonrise Towers[edit section | visual editor]

Niram is in the Moonrise Towers throne room, standing guard over a trial presided by Ketheric ThormKetheric Thorm. Once the trial ends, Niram moves to the eastern side of the throne room.

Defending Moonrise Towers[edit section | visual editor]

If the NightsongNightsong is freed and the Harpers launch their assault on Moonrise Towers, Niram is killed during the subsequent battle. His corpse is at the bottom of the stairs of the main door, at X: -158 Y: -130.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Branding SmiteBranding Smite (Action + Bonus Action + Level 2 Spell Slot)
Damage: 2~12
Normal weapon damage
+ 2d6RadiantRadiant
Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning InvisibleInvisible.
CleaveCleave (Action)   –  Halberd
Damage
1/2 Normal weapon damage
Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.
Hamstring ShotHamstring Shot (Action)   –  Shortbow
Damage: 1~6
1d6PiercingPiercing
Shoot an enemy in the thigh and possibly reduce their movement speed by 50%.
LacerateLacerate (Action)   –  Halberd
Damage: 5~14
1d10 + 4SlashingSlashing

Slash at your target's vital points to make it BleedBleed.

Undead and constructs can't bleed.

Healing
4 × (Paladin level)HealingHealing
Imbue your hands with divine power to heal an ally.
Healing
2 × (Paladin level)HealingHealing
Imbue your hands with divine power to heal an ally.
Main Hand AttackMain Hand Attack (Action)   –  Halberd
Damage: 5~14
1d10 + 4SlashingSlashing
Make a melee attack with your equipped weapon.
Ranged AttackRanged Attack (Action)   –  Shortbow
Damage: 1~6
1d6PiercingPiercing
Make a ranged attack with your equipped weapon.
Rush AttackRush Attack (Action)   –  Halberd
Damage: 5~8
1d4 + 4PiercingPiercing
Charge forward and attack the first enemy in your way, possibly pushing them Off BalanceOff Balance.
ThrowThrow (Action)   –  Caustic Bulb
Damage
Normal weapon damage

Throw a character or item from the world or your inventory.

Your Strength affects how much weight you can throw. Heavier items deal more damage.

The damage of weapons with the thrown property is the same as the weapon's melee damage.

Thunderous SmiteThunderous Smite (Action + Bonus Action + Level 1 Spell Slot)
Damage: 2~12
Normal weapon damage
+ 2d6ThunderThunder
Your melee weapon rings with thunder as you strike, pushing your target 3 m (10 ft) away and possibly knocking them ProneProne.

Tactician only[edit section | visual editor]

Abjure EnemyAbjure Enemy (Action + Channel Oath Charge)

FrightenFrighten an enemy. They have DisadvantageDisadvantage on ability checks and Attack RollAttack Rolls, and they cannot move.

Fiends and undead have DisadvantageDisadvantage on this Saving Throw.

Loot[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. Niram is one of two Zealots of the Absolute (the other one being IogarIogar) wearing half-plate armour similar to the Half Plate Armour +2 underneath their Absolutist coils. This is purely a visual distinction, as Niram uses and drops Plate Armour for gameplay.
  2. Niram's Scalpspike Helm features a set of spiked wings on the sides, which is not present on the regular helmet or on any other zealots.